165 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			165 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. 
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								function onSetState_AwakenningTurnOff(obj, state, datas, isResetTimer)
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								{	
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									if(!obj) return;
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									local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..	
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									obj.setSkillSubState(substate); //set substate
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									obj.sq_stopMove();	
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									local posX = obj.getXPos();
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									local posY = obj.getYPos();
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									local posZ = obj.getZPos();
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									local sq_var = obj.getVar();	
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									if(obj.getVar("takingAwakenSkillBack").size_vector() > 0) {	
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										obj.getVar("takingAwakenSkillBack").set_vector(0, 0);
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									}
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									sq_var.clear_vector();
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									sq_var.push_vector(0);
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									local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_awakening.nut");
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									if(appendage) {
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										if(appendage.isValid()) {
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											appendage.setValid(false);
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										}
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										// 葬橡 寨葬萄 ?楚斜煎 噩 詹帼殓栖棻.. 谒 桧楛冲桧 腑傍贼.. 
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										// 横渐荡陛 state_stand鼻鹧缣怃虏 渗褐?薯陛 肾横捡 ?栖棻 
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										// 斜楚怃 valid陛 false陛 胀棻坚 ?怃 埠潍 渗褐?薯 腑棻坚 除舆?怃朝 寰腌栖棻 罹楝寞彻击 当陕?鱼 念娄 桧 寞彻桧 陛潍 梃莠?剪 伪嬴怃 殓栖棻.. 
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										// 该 噙桧朝 够紫 桡戏栖梱
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										appendage.sq_var.set_vector(I_AVENGER_AWAKENING_VALID, 0);
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										obj.setObjectHeight(-1);
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									}
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									if(substate == 0) {
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										//obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF);
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										local turn_off_ani = obj.getVar().GetAnimationMap("AWAKENING_TURN_OFF", "Character/Priest/Animation/AwakeningTurnoff.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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										obj.setCurrentAnimation(turn_off_ani);
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									}
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									else if(substate == 1) {
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										obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF_2);
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										//if(sq_var.get_vector(0) == 0) {			
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										//	sq_var.set_vector(0, 1);
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											//才嬴釭 嵘葬枭虽朝 ?娄
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											local particleCreater = sq_var.GetparticleCreaterMap("BellatrixGlass", "Character/Priest/Effect/Particle/AwakeningTurnOff.ptl", obj);
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											particleCreater.Restart(0);
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											//local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20);				
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											particleCreater.SetPos(posX, posY + 2, posZ+70);
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											sq_AddParticleObject(obj, particleCreater);
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										//}
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									}
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								}
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								// prepareDraw ?热 殓栖棻..
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								function prepareDraw_AwakenningTurnOff(obj)
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								{
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									if(!obj) return;
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								}
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								// loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻.
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								function onProc_AwakenningTurnOff(obj)
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								{
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									if(!obj) return;
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									local substate = obj.getSkillSubState();
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									local posX = obj.getXPos();
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									local posY = obj.getYPos();
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									local posZ = obj.getZPos();
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									local pAni = obj.sq_getCurrentAni();
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								    local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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									local currentT = sq_GetCurrentTime(pAni);
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									local sq_var = obj.getVar();
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								}
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								// loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻.
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								function onProcCon_AwakenningTurnOff(obj)
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								{
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									if(!obj) return;
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									local substate = obj.getSkillSubState();
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									local pAni = obj.sq_getCurrentAni();
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									local bEnd = obj.sq_ani_IsEnd(pAni);
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								    local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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								    local substate = obj.getSkillSubState();
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									if(bEnd) {
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										if(substate == 0) {
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											obj.sq_IntVectClear();
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											obj.sq_IntVectPush(1);
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											obj.sq_addSetStatePacket(STATE_AWAKENING_TURN_OFF, STATE_PRIORITY_USER, true);
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										}
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										else if(substate == 1) {
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											obj.setObjectHeight(-1);
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											obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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										}
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									}
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								}
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								// irdcharacter缣怃  setstate() -> IRDActiveObject::setState -> aftersetstate() 桧楛牖怃缣怃 葆虽虞 setstate殓栖棻. skill?撩缣 评塭怃 ?轿? ?蹂陛 
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								// 毡棻贼 桧 ?热蒂 桧辨?栖棻.
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								function onAfterSetState_AwakenningTurnOff(obj, state, datas, isResetTimer)
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								{
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									if(!obj) return;
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								}
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								// onbeforeattack 属寥?热 殓栖棻
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								function onBeforeAttack_AwakenningTurnOff(obj, damager, boundingBox)
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								{
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								}
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								// onAttack 属寥?热 殓栖棻
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								function onAttack_AwakenningTurnOff(obj, damager, boundingBox)
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								{
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								}
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								// onAfterAttack 属寥?热 殓栖棻
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								function onAfterAttack_AwakenningTurnOff(obj, damager, boundingBox)
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								{
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								}
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								// onBeforeDamage 属寥?热 殓栖棻
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								function onBeforeDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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								{
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								}
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								// onDamage 属寥?热 殓栖棻
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								function onDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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								{
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								}
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								// onAfterDamage 属寥?热 殓栖棻
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								function onAfterDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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								{
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								}
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